• DocumentCode
    2138566
  • Title

    A Quality Control Algorithm Based on Virtual Distance in Games

  • Author

    Ahmed, Dewan Tanvir ; Shirmohammadi, Shervin

  • Author_Institution
    Distrib. & Collaborative Virtual Environments Res. Lab., Univ. of Ottawa, Ottawa, ON, Canada
  • fYear
    2010
  • fDate
    11-13 Aug. 2010
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    Client-server architecture is the common practice for online games where installed reliable servers provide the game logic. If the latency between two players through a server is large, the responsiveness of the game can become problematic. Consequently, performance as well as gaming experience can be unsatisfactory. In this paper, for client-server architecture we present a game state forwarding mechanism supportive for online games that can comply strict time-constraint. The objective is to reduce latency between two players by directly sharing game states rather than following a comparatively lengthy path using the server. The quality control, a key requirement for online games though subjective, is a challenging task. For this reason, game providers add enormous amount of resource into systems to maintain the desired level of gaming experience. In this article, we also introduce a quality control algorithm considering the significance of virtual interaction and players´ physical position. Our assumption states that the interaction detail between two players is inversely proportional to their virtual distance. Based on this principle and the time- constraint of the target application, a quality precedence matrix is formed augmenting gaming experience. Desired performance improvement has been observed while conducting the simulation.
  • Keywords
    client-server systems; computer games; quality control; virtual reality; client server architecture; game logic; game state forwarding mechanism; latency reduction; online game; player physical position; quality control algorithm; quality precedence matrix; time constraint; virtual distance; virtual interaction; Algorithm design and analysis; Approximation methods; Bandwidth; Delay; Games; Quality control; Servers;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Embedded and Multimedia Computing (EMC), 2010 5th International Conference on
  • Conference_Location
    Cebu
  • Print_ISBN
    978-1-4244-7710-4
  • Type

    conf

  • DOI
    10.1109/EMC.2010.5575766
  • Filename
    5575766